Blaze is a retro/minimalistic styled sci-fi first person flight/shooter action game. The game can be played almost single handedly with just mouse. It's about shooting a lot of alien things (in semi-randomized missions?). The alien things are trying capture all your base, and have already captured at least half of it. You have to defend the base and capture the alien controlled areas back. Or something like that...

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numbersix
numbersix - - 2,244 comments

Wicked little thing.
I know from my coding experience that any flying exploder (or laser shot, etc.) has to pretty much have setsize(ent, '0 0 0', '0 0 0');
Otherwise the collision detection triggers in odd places - the hull issue.
Players could still shoot them - would just be a challenge. Or use a blast damage wep.

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TwinBeast Author
TwinBeast - - 565 comments

How about having its size at 0 0 0, and spawn some another invisible entity that has a bigger size? This extra entity's origin will be forced to be the same as the Bug's origin, so it could clip into walls, but could also be hit by projectiles and other attacks.

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numbersix
numbersix - - 2,244 comments

I've done one moving trigger ent - for the chaos teleport sphere.
The origins would have to be synced in pre or post frame physics - either PlayerPreThink or PlayerPostThink. Most likely pre.

You have the basic idea - a missile with size 0 0 0 for collisions, with an added damageable trigger. A trigger_once with health that targets the bug.

The most important thing is to make sure when the bug goes away by collision death, so does the trigger.

Set the bugs use() - what the trigger will fire - to its death code.
Quake-c already handles the trigger stuff - the only new code you need is the position sync.

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Description

This little bastard has one mission.. fly into you and explode.

The previous she-monster could be spitting these out of her mouth.. and there could also be some other creature that lays some eggs, which will hatch after a moment and release multiple of these at once.

I suppose player should be able to shoot them, but I have a feeling that their small size wouldn't work so well with the limited hulls in Q1BSP... If player couldn't shoot them.. then they would explode on touching walls and other monsters.

234 tris. 128x64 texture.